Search found 284 matches
- Sat Jul 13, 2019 5:39 am
- Forum: Gameplay Help
- Topic: Spontaneous Rerouting Inside Chain-Signalled Blocks
- Replies: 1
- Views: 815
Spontaneous Rerouting Inside Chain-Signalled Blocks
In the changelog for version 0.17.38 it said: This also allowed us to to let train recalculate path spontaneously even in chain signal sequence, as it shouldn't break anything now. By 'spontaneously' I assume they mean according to the rerouting rules described here: https://wiki.factorio.com/Railwa...
- Sat Jul 13, 2019 3:23 am
- Forum: Ideas and Suggestions
- Topic: Don't block movement when D+Alt is pressed
- Replies: 5
- Views: 1002
Don't block movement when D+Alt is pressed
Alt+D is the shortcut to get a new deconstruction planner, but when running east and you press Alt to toggle the overlay it stops you until you release the Alt key. Not a major issue, but it's noticeable and slightly jarring. Please make D+Alt toggle the overlay seamlessly like before.
- Thu Jul 11, 2019 1:00 am
- Forum: Not a bug
- Topic: [Rseding91] [0.17.55] Cannot open/edit player 1 inventory in editor
- Replies: 1
- Views: 579
[Rseding91] [0.17.55] Cannot open/edit player 1 inventory in editor
It's not possible to open or modify the inventory of player 1 in the editor.
This works:
This just shows a recipe browser or the editor inventory (depending on the active tab like 'None' or 'Tiles'):
This works:
Code: Select all
/open <name_of_player_2>
Code: Select all
/open <name_of_player_1>
- Thu Jul 11, 2019 12:53 am
- Forum: Implemented Suggestions
- Topic: [Editor] Tile Brush Pipette Mode
- Replies: 3
- Views: 1306
Re: [Editor] Tile Brush Pipette Mode
I didn't realize that, thank you!
- Thu Jul 11, 2019 12:52 am
- Forum: Ideas and Suggestions
- Topic: [Editor] Unresearching Infinite Tech Levels
- Replies: 0
- Views: 444
[Editor] Unresearching Infinite Tech Levels
Please add the ability to un-research infinite technology levels in the editor.
- Thu Jul 11, 2019 12:51 am
- Forum: Ideas and Suggestions
- Topic: [Editor] Ability To Move Entities
- Replies: 1
- Views: 913
[Editor] Ability To Move Entities
Add keyboard shortcuts, such as IJKL, to nudge the selected entity by one tile in a cardinal direction.
Unlike cloning or cut & paste, this will preserve circuit connections, etc if permitted. If the result would be invalid (such as wire distance too long), you get an error beep.
Unlike cloning or cut & paste, this will preserve circuit connections, etc if permitted. If the result would be invalid (such as wire distance too long), you get an error beep.
- Thu Jul 11, 2019 12:43 am
- Forum: Implemented Suggestions
- Topic: [Editor] Tile Brush Pipette Mode
- Replies: 3
- Views: 1306
[Editor] Tile Brush Pipette Mode
Add a checkbox labeled "Pipette Mode" to the Tile tab of the editor, which when enabled will auto-select the tile type at the location of the cursor when you click with the paint brush. This will enable more rapid blending of different tile types within a biome (desert/grass/etc) to create...
- Wed Mar 13, 2019 11:18 pm
- Forum: Not a bug
- Topic: [kovarex] [0.17.11] Waypoint bug causing bidirectional trains to get stuck
- Replies: 1
- Views: 664
[kovarex] [0.17.11] Waypoint bug causing bidirectional trains to get stuck
I have a simple setup: one ore drop-off terminal, and a holding slot for a second train. There are two paths to the drop-off station, one direct and one through the queue which crosses the main line. The rest of the rail network is single-track, and I noticed that the second train would wait at the ...
- Mon Mar 11, 2019 3:13 pm
- Forum: Ideas and Suggestions
- Topic: Copying settings from ghost entities
- Replies: 2
- Views: 845
Copying settings from ghost entities
It would be nice to be able to copy recipes with Shift+RMB from ghost entities.
- Mon Mar 11, 2019 12:24 am
- Forum: Resolved Problems and Bugs
- Topic: [wheybags] [0.17.9] Rich text tags can't be deleted
- Replies: 6
- Views: 3647
[wheybags] [0.17.9] Rich text tags can't be deleted
If I enter rich text tags like [img=item/assembling-machine-2] AP [font=default-small]1.5/s for my blueprint name and later edit it and delete some tags, the tags don't go completely away. They're appended to whatever I change the name to. You can see this by selecting all, copying and pasting in a ...
- Mon Mar 04, 2019 2:30 pm
- Forum: Technical Help
- Topic: [SOLVED][0.17.4] Crash after loading screen: Symbol not found: _fchmodat
- Replies: 2
- Views: 867
Re: [SOLVED][0.17.4] Crash after loading screen: Symbol not found: _fchmodat
Ok, thanks for the confirmation. I'm getting a new PC soon.
- Mon Mar 04, 2019 12:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] [0.17.3] game fails to start (macOS Sierra)
- Replies: 48
- Views: 16248
Re: [0.17.3] game fails to start (macOS Sierra)
I've been looking into hackintosh and I read that Clover can completely brick your mac if you attempt to boot with it. Be careful.
- Fri Mar 01, 2019 10:48 pm
- Forum: Technical Help
- Topic: [SOLVED][0.17.4] Crash after loading screen: Symbol not found: _fchmodat
- Replies: 2
- Views: 867
[SOLVED][0.17.4] Crash after loading screen: Symbol not found: _fchmodat
So after you (inadvertently?) fixed the __ZTISt18bad_variant_access error that seemed to affect any MacOS version of 10.12 and older, I'm now getting a crash at the end of the loading screen with an error type that I recognized as being the same as what happened after some attempts at fixing the Mac...
- Fri Mar 01, 2019 10:34 pm
- Forum: Technical Help
- Topic: [SOLVED 0.17.4] [0.17] Dyld Error Message: Symbol not found: _typeinfo for std::bad_variant_access
- Replies: 6
- Views: 1819
Re: [0.17] Dyld Error Message: Symbol not found: _typeinfo for std::bad_variant_access
Wow, you're right. I can launch the game now. But I get a crash at the end of the loading screen – I made a new thread for it.
- Thu Feb 28, 2019 11:24 pm
- Forum: Technical Help
- Topic: [SOLVED 0.17.4] [0.17] Dyld Error Message: Symbol not found: _typeinfo for std::bad_variant_access
- Replies: 6
- Views: 1819
Re: [0.17] Dyld Error Message: Symbol not found: _typeinfo for std::bad_variant_access
I won't install anymore updates on this computer, but luckily I'm getting a new computer in a couple weeks. It'd be cool if I could play 0.17 before then, and based on that StackOverflow answer it sounds like this specific error could be fixed, but I suspect there are many more errors lying in wait ...
- Thu Feb 28, 2019 4:20 pm
- Forum: Releases
- Topic: Version 0.17.0
- Replies: 162
- Views: 244583
Re: Version 0.17.0
I use it all the time to steal locomotives, to extend supply trains, or to merge forgotten über trains in multiplayer.Ranakastrasz wrote: ↑Thu Feb 28, 2019 3:39 pmHas anybody EVER found it useful to be able to detach/attach rolling stocks? I always just assembled the train on the line as needed.
- Wed Feb 27, 2019 8:55 am
- Forum: Technical Help
- Topic: [SOLVED 0.17.4] [0.17] Dyld Error Message: Symbol not found: _typeinfo for std::bad_variant_access
- Replies: 6
- Views: 1819
[SOLVED 0.17.4] [0.17] Dyld Error Message: Symbol not found: _typeinfo for std::bad_variant_access
I get this error message when I open factorio 0.17: https://i.imgur.com/sEF4H7L.png Here's the report: https://pastebin.com/raw/5sQYV4VY I remember there were similar problems when you released 0.16, and posila managed to fix it eventually. I know there was talk at some point later about dropping su...
- Tue Feb 26, 2019 6:03 pm
- Forum: Releases
- Topic: Version 0.17.0
- Replies: 162
- Views: 244583
Re: Version 0.17.0
Is it supposed to run on Mac OS X 10.9 (Mavericks)? I get this error when I launch it: https://i.imgur.com/sEF4H7L.png Crash report: https://pastebin.com/raw/5sQYV4VY (Since I created a post about this issue in the Technical Support forum, I'm unsubscribing from this thread because I don't want to b...
- Wed Oct 31, 2018 11:01 am
- Forum: Ideas and Suggestions
- Topic: make hand-crafting only possible when stationary
- Replies: 20
- Views: 6132
Re: make hand-crafting only possible when stationary
Handcrafting is faster per item, but since you usually have to craft intermediate items yourself first as well, it doesn't feel so fast.
- Fri Oct 05, 2018 6:09 pm
- Forum: News
- Topic: Friday Facts #263 - Trains in blueprints
- Replies: 99
- Views: 38131
Re: Friday Facts #263 - Trains in blueprints
You have bug... cargo wagons + locomotive are in components list even though trains is unchecked: